Shardra

Kuldra Shardheart's page

23 posts. Alias of Philo Pharynx.


Race

Armorist 5 | HP: 54/54 | AC: 20 / T: 10 / FF: 20 | Fort: +8*, Ref: +3*, Will: +5* (+4 spell/SLA) | M. Atk: +9, R. Atk: +5, M. Touch: +8, R. Touch: +5 | CMB: +8, CMD: 18 (22 BR/Tr) | Init: +0, Perception: +10

Classes/Levels

SP 10/10

About Kuldra Shardheart

Kuldra Shardheart
Female dwarf armorist 5
NG Medium humanoid (dwarf)
Init +0; Senses darkvision 60 ft.; Perception +10 (+12 to notice unusual stonework)
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Defense
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AC 20, touch 10, flat-footed 20 (+10 armor)
hp 54 (5d10+20)
Fort +8, Ref +3, Will +5; +2 vs. poison, +4 vs. spells and spell-like abilities
Defensive Abilities defensive training
Weaknesses energy focus, focus casting, magical signs
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Offense
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Speed 40 ft.
Melee +1 shock dwarven dorn-dergar +9 (1d10+5 plus 1d6 electricity) or
. . touch destructive blast +8 (3d4)
Ranged touch destructive blast +5 (3d4)
Space 5 ft.; Reach 5 ft. (10 ft. with +1 shock dwarven dorn-dergar)
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Magic Spheres Wiki
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Caster Level 2 (5 for crystal blasts); MSB 5; MSD 16; Concentration +8
CAM Wis
Spell Points 10
Destruction - CL 2/5; DC 14/15; Range 600/150/35; Talents crystal blast (DC 15), energy blade, explosive orb (DC 15), extended range; Drawbacks Energy focus (Crystal blast), focus casting (ring), magical signs
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Statistics
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Str 16, Dex 10, Con 16, Int 12, Wis 16, Cha 12
Base Atk +5; CMB +8; CMD 18 (22 vs. bull rush, 22 vs. trip)
Feats Darting Viper, Focused Blast Type Group, Steel Soul[APG]
Traits armor expert, grounded
Skills Acrobatics -3 (+1 to jump, -1 on balance-related checks), Climb +4, Craft (armor) +7 (+9 metal or stone, double normal progress for nonmagical), Craft (crystal carving) +7 (+9 metal or stone, double normal progress for nonmagical), Craft (weapons) +7 (+9 metal or stone, double normal progress for nonmagical), Diplomacy +3 (+5 Castorhage residents), Knowledge (arcana) +5, Knowledge (history) +5, Knowledge (nobility) +5, Linguistics +4, Perception +10 (+12 to notice unusual stonework), Sense Motive +12, Spellcraft +5, Survival +5, Swim +4; Racial Modifiers craftsman, +2 Perception to notice unusual stonework
Languages Common, Draconic, Dwarven, Elven, Gnome, Orc
SQ armor training 1, arsenal trick (movement), bound equipment, bound equipment abilities, casting, crystal blast (blast type), destructive blast, energy blade (blast shape), explosive orb (blast shape), extended range, hero points, industrious urbanite, magic skill bonus, magic skill defense, summon equipment
Other Gear +1 base movement +20 full plate, +1 shock dwarven dorn-dergar, belt of giant strength +2, cloak of resistance +1, deadeye’s spotter ring, sleeves of many garments[UE], spectacles of thought-seeing, traveler's any-tool[UE], bedroll, fashionable accessories, flight grapnel, grooming kit (worth 1 gp), jewelry[UE], masterwork backpack[APG], silk rope (50 ft.), sphere focus ring, trail rations (5), traveler's outfit, wandermeal[UE] (10), winter blanket, 14 gp, 8 sp
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Special Abilities
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Armor Training 1 (Ex) Worn armor -1 check penalty, +1 max DEX.
Bound Equipment +2 (2 items) (Su) Chosen item can be summoned at no cost and is stronger than other summoned gear
Bound Equipment Abilities You can place the following abilities on bound and summoned equipment:
Casting (CL 2, Wisdom, DC 13) You can cast sphere effects.
Craftsman +2 on Craft/Profession checks related to metal/stone.
Darkvision (60 feet) You can see in the dark (black and white only).
Darting Viper You may change whether you’re using the dorndergar as a normal or reach weapon as a swift action.
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Destruction: Crystal Blast Destructive Blast deals piercing damage (d4's) and can entangle target
Destruction: Destructive Blast 3d4 Ranged or melee touch attack deals 3d4 damage
Destruction: Energy Blade Add your destructive blast to a weapon attack
Destruction: Explosive Orb (Radius 10 ft.) Deal destructive blast damage in a radius
Destruction: Extended Range Increase the range of your destructive blast
Energy Focus (Crystal) You may only make a destructive blast of a single energy type
Focus Casting (DC 21) You must make a concentration check to use magic without your focus item
Industrious Urbanite Make double normal progress on Craft checks to make mundane items, Profession +4 to make money.
Magical Signs Your use of magic is obvious to all observers
MSB +5 Use for counterspelling, concentration, caster level checks, and beating SR
MSD 16 Use when defending against an MSB check
Steel Soul Hardy's save vs. spells and spell-like abilities becomes +4
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Summon Equipment (+1 bonus) (Su) You can conjure a weapon or shield.

background and personality:

There aren't that many dwarves in the Blight, and most of them are clanless. Kuldra was one such. A native, she always felt a connection to the old culture. So she learned what she could as she grew. Scouring old books and sagas, she studied the old ways. The weapons and armor, the history and ways.

As she grew, she was fascinated by the art of crystal carving. She began to practice it and felt something within. She found herself growing crystals by will alone. Over time, she could make weapons and eventually armor. Bolts of crystal were her weapons.

But in the Blight, one couldn't make a living at crystal carving. She wanted a better life, so she began taking jobs as a mercenary. Her talent with weapons and the added bonus of her magic made her successful. From there, she began travelling with adventuring groups. Recently, she went down into a tomb with a group to find the source of the undead that haunted the undercity.

Despite this, she doesn't think of herself as an "adventurer". she does this in hopes of being able to have a good life beyond this.

Party role:

Kuldra is primarily a melee beatstick. Heavy armor and a heavy weapon. Her crystal gives her a little bit of battlefield control by entangling and adding difficult terrain.

In the social scenes, she's a support. She's excellent in the perceptive side of things and not too bad on the active side. She can dismiss her armor and weapons and change her clothes magically. This allows her to fit in to many scenes that plate mail is a bit imposing in.